
The minigames' voodoo magic is the way they invariably pop up just before you realize that you're ready for a diversion from the main game. Wisely, LU doesn't rely on its simplistic combat and missions to entertain – the big breaks from monotony are found in the many minigames, such as arcade style racing games, a co-op combat survival game that hosts up to four players' last stand, a pirate ship shooting gallery and well-placed footraces located around the world that add a competitive carrot to running between quest locations. LU's quests are little more than tour guides small sticks that nudge you around the next corner so you discover what exciting people or places lie there. The only penalty for dying is dropping a few coins that can be reacquired by returning to the site of your death. You do have a few activated abilities, such as a spinning roundhouse kick or pistol shot, but you'll get through most fights without them. Smashing enemies isn't difficult, and thanks to the lazy autotargeting system, combat requires little more than repeated clicking. Every task I faced was solved by running to a specific location, smashing enemies and quick-building piles of hopping bricks into usable objects-turrets, launch pads and the like – by pushing Shift. By comparison to how inventive and diverse LU's characters are, the things that they ask you to do are disappointingly derivative.
